Cool! Enjoy the party! Lots of party food? Gotta have pies and sausage rolls lol Hmmm I feel like a pie now haha.

———————————
Ok so thinking about the boots smoothing issue… I’m thinking I will take a step back to 3ds max and UN-wield the heels and toes, but ensure a good overlapping in the mesh to ensure no probs with breaking meshes when rigged. I will get a well defined edge doing it this way since Daz lacks a decent smoothing system and cant import smoothing groups

I also played with materials for a moment in daz, and I spotted a few minor issues in the mesh, that I can fix at the same time. All is NOT lost I must remain open minded and positive

_____________
Below a test of shaders… There are no textures used atm. When I fix the model, I’ll get into the texturing. But the shader seems good. (Default lights btw, it will look far better when I’m done)

The other option is to put in some extra geometry right at the area you don’t want smoothed, do an offset edge. This maintains sharpness and works in most 3D packages where oversmoothing in areas can be an issue. Even in packages like Blender which allow controlled smoothing people use this technique because if ever exported to another package, the controlled smoothing data gets lost.

Signature

Just because I may have a strong opinion doesn’t make it any more (or less) correct than any other, just that I feel passionately a particular way at that moment.

I made some alterations, the heel, toes and foot are now separate and not wielded. Took ages to re work the earlier file to the standard that the wielded one was at. As you can see, the smoothing has vastly improved. I also had to fix a few minor issues in the mesh, which I noticed when I imported it to daz.

Now I guess I will begin with the textures and move on to the rigging with some advise from some people in the know how.

Second item of clothing to go towards Spyro’s outfit. Since the boots were a success, I am now considering making this clothing project for my first PA product. (I am currently reading through the PA info on daz, and familiarizing myself with the process and what can and cant be done.)

If I decide to go in that direction, the product will consist of all clothing articles (Boots, Trousers, Tunic, Loincloth, Gloves, belts, drop-leg holster straps, shoulder sheath straps) with weapons and sheaths. I plan to construct Spyro’s dagger (worn on the back) throwing knives, small tactical flashlight, and other accessories. Not sure if it would be broken up into two products, similarly to “Stalker Girl”, but it’s a possibility as a lot of work is required to create them. I also need to gather textures, and will need to tackle UV unwrap on all these items.

Anyway, long way from that at this stage… I’ve made a start on the pants, my plan of attack is to first construct tights, set up all the verts and ensure everything is smooth, the mesh is neat and it’s fully high-res. Then I’ll start shaping it into the trousers, as it appears in the concept design. The trousers are intended to have seems, pockets (Military Cargo pants style) and a fly. All creases in the fabric will be made in the mesh. No painted on creases.

Second item of clothing to go towards Spyro’s outfit. Since the boots were a success, I am now considering making this clothing project for my first PA product. (I am currently reading through the PA info on daz, and familiarizing myself with the process and what can and cant be done.)

If I decide to go in that direction, the product will consist of all clothing articles (Boots, Trousers, Tunic, Loincloth, Gloves, belts, drop-leg holster straps, shoulder sheath straps) with weapons and sheaths. I plan to construct Spyro’s dagger (worn on the back) throwing knives, small tactical flashlight, and other accessories. Not sure if it would be broken up into two products, similarly to “Stalker Girl”, but it’s a possibility as a lot of work is required to create them. I also need to gather textures, and will need to tackle UV unwrap on all these items.

Anyway, long way from that at this stage… I’ve made a start on the pants, my plan of attack is to first construct tights, set up all the verts and ensure everything is smooth, the mesh is neat and it’s fully high-res. Then I’ll start shaping it into the trousers, as it appears in the concept design. The trousers are intended to have seems, pockets (Military Cargo pants style) and a fly. All creases in the fabric will be made in the mesh. No painted on creases.